Softbody dynamics with mparticles in 3ds max 2014


Softbody dynamics is not for softies

Softbody dynamic is an awesome effect and works for most things. Try it out for yourself. Maybe adding it to some 3d text? just remember to have enough detail on your geometry. Pro tip incoming - Getting this effect to your 3d text requires you to quadify your mesh with the Quadify Mesh modifier (unless you want to actually model you text) since the front and back of your text can't be deformed otherwise.

Get your softbody hard

Why not try to get your 3d model to act like metal, give it a try, it's not as hard as you might think. Wisdom words incoming - By trying out for yourself you'll learn so much more, you could say that failing is winning when it comes to learning. Once you get the desired look, you have learned so much more than what you would have if just following instructions. Post your results people! Rock on!

Johannes Tiner
Johannes Tiner
Johannes is the name and i'm the president and owner of where i'm trying to teach what I learn.


  1. ershad says:

    hey u are awesome dude…..!

  2. Hmd says:

    That’s Breliant … Thank You JOHANNES

  3. Chad Smith says:

    Thanks you sir! Great stuff!

  4. AVD says:

    Awesome tutorial!
    It’d be cool to see a follow up showing how to attach the soft bodies to animated objects and other ways to make use of them. I tried messing around with Lock/Bond together with Position Object, but it just kind of explodes when I try to use them together even though the help file says it should work. :

    • Hey there!
      You can skip the Lock/bond and instead add an mPSwitch before the world and check the position and rotation (if you have any). This will tell pflow that you want physics but also obey your keyframes or whatever else none physics you got going on.

      And don’t forget to check the animated object, subframe sampling and the lock on emitter in the Position Object.

      And i shall keep this in mind for a future tutorial :)

      Here is a quick setup you can look at
      Phys with Keyframes

      • AVD says:

        Wow! Thanks, Johannes! I’ll check it out as soon as I get home!

      • AVD says:

        Finally got to check the file out. It’s doing exactly what I wanted! One problem though, it only works once for me.
        I open the file and hit play, the sphere moves and deforms against the boxes. It’s perfect! Hit play again and the deformations stop working. The sphere animates but doesn’t deform. It does this no matter how many times I open the file.
        Ever seen that happen before?
        Anyway, hanks again for the sample (and all the tutorials). I’ll study it to see how you set it up. :)

      • Sounds good :)
        You have to create a new driver in the mP World for it to work, never thought about that before since i usually cache my simulations.

  5. Chris says:

    Hi ,how you doing ?
    I really like your video , its a great tutorial.
    Thanks for sharing all info’s.

    I am using 3ds max 2012 and doesn’t have the ”mp clue” .
    How can I import the ”mp clue” in particle view window ?
    I am looking forward to hearing from you soon.


  6. Yahiya says:

    hello! that was absolutely amazing, I saw the comments to see if someone asked my question.. well I’m not really that good in particles and my question is.. can we bake the animation of the object into key frames?
    thank you very much for sharing your knowledge!

  7. Atz says:

    hello tnx for the awesome tutorial but i have a problem
    i can’t get it completely binded no matter how much i change the bind distance, any idea why? heres a pic

    • If you can, send the file over via dropbox or similar so I can check it out for ya.

      • Okey so i had a look. They are binding but you need to select “Vertices All” in your position object because right now the particles are just spread out randomly. After that you need to up the “Max Binds p/Particle” in your mP Glue to 6 instead of 4.

        After that your pretty much good to go, ju can adjust the “Subframe Factor” in your mP World to make it softer/harder.

  8. Atz says:

    tnx alot

  9. hamza says:

    hello that was a cool tutorial i wonder how can i make two sphere or more hit each other and bounces off ?

  10. Cleps says:

    Hi and thanks a lot for your tuto. I’m new to mass fx and quite a beginner with pFlow in general but your tuto was very clear and easy to follow.

    I’m trying to understand how I could “pin” some vertices of an overall shape and let the rest be simulated. For instance, have the top vertex/vertices of the ball stuck to their position or link to an object, and see the rest of the ball bouncing and hanging.

    I tried to do this with a kind of rope. I isolated the first and last vertices with a Split amount and gave them a stop. These vertices don’t move, but the rest falls to the ground. So it is definitely not the solution^^

    • Cleps says:

      Hi, sorry to comment again, but I wanted to know if you had any idea about how to “pin” some particles to the world or to another object and have the rest of the particles to stay bound to the first one but having the “soft” binding between them.
      I don’t manage to get that. Either they are simulated, either they are pinned. Not both…

    • Cleps says:

      Hi, sorry to comment again, but I wanted to know if you had any idea about how to pin some particles to the world or to another object and have the rest of the particles to stay bound to the first one but having the “soft” binding between them.
      I don’t manage to get that. Either they are simulated, either they are pinned. Not both…

      • Johannes Tiner says:

        You could bake the first animation with something like xMesh or PFlow Baker and then “pin” a particle to that.

        I’m not 100% on what you are after so sorry if the answer sucks 😛

        Or are you just after a rope animation and then have a object (particle) at the end of the rope?

      • Cleps says:

        Don’t be sorry, my request was not really clear.

        I was after this kind of things : (see at 11:30)

        I don’t know if it’s still possible on 3ds max 2014 with either mParticles and mGlue or either another method.

        To be honest, the first goal of all my searches was to simulate the movement of a sliding curtain. As I’m curious and I wanted to try and find the best method, I found you tutorial and thought it could give some results.

        I explained my goal a bit more in a french forum, there is a pic of the type of curtain :

        If you want some translation or more explanation, I can send a mail (my address is

        I don’t want to fill your comment zone or take all your spare time, so if you can’t help that’s totally ok. But if it’s possible, I’ll be glad to hear you, so I can improve!

  11. walter says:

    Hello and thanks for this amazing tut.
    I’m sorry if i bump it but…
    What i want is apply this tut on a sofà.
    So, my idea is have the sofa that come from top to the floor whit this effect
    even if no more hard
    Well i have following the tut but when i make a preview of the animation
    all the shapes gone away from the model.
    What i do wrong? Any help and suggestions, are welcome.

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